Patent classifications
A63F13/49
METHOD OF RECORDING AND REPLAYING GAME VIDEO BY OBJECT STATE RECORDING
Provided are a method of recording and replaying a game video by using an object state recording method, in which recording and replaying of the game video may be performed by remarkably reducing a data capacity of the game video.
According to the method of recording and replaying a game video by using an object state recording method, a game play video having a small data capacity may be provided at a high image quality.
In addition, according to the method of recording and replaying a game video by using an object state recording method, a calculation load of a game play terminal may be remarkably reduced by recording a game video based on the latest game development environment.
Board game with dynamic characteristic tracking
A board game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games.
Board game with dynamic characteristic tracking
A board game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games.
PERSISTENT GAME SESSIONS WITH MULTIPLAYER SUPPORT
Embodiments of the present disclosure provide techniques for initiating direct-connection multiplayer game sessions and for resuming a previously-adjourned multiplayer game session using a stored game object representing a state of the game session. In one exemplary method, a multiplayer gaming application may be executed on a first terminal, which may be associated with a first user. The first terminal may access a game object stored on a content management server that contains data representing a state of a previously adjourned session of the multiplayer gaming application. Further, the first terminal may determine, from the game object, a second terminal associated with a second user. The first terminal may host a session between the first terminal and the second terminal. Finally, an updated game object reflecting an updated state of the session may be stored on the content management system.
METHOD AND SYSTEM FOR SAVING A SNAPSHOT OF GAME PLAY AND USED TO BEGIN LATER EXECUTION OF THE GAME PLAY BY ANY USER AS EXECUTED ON A GAME CLOUD SYSTEM
A method for navigating through a gaming world, including capturing a plurality of snapshots generated from instances of a video game; generating for display a timeline of a first user playing the video game, wherein the timeline includes snapshot images of at least one user progressing through the video game displayed in relation to a currently rendered image displayed in association with the first user; generating for display in the timeline thumbnails including first snapshot images associated with the first user, wherein the first snapshots shows past progress of the first user in comparison to the currently rendered image; and generating for display in the timeline second thumbnails including second snapshot images associated with a second user, wherein the second snapshot images shows progress of the second user at a point in the video game after the currently rendered image.
INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND COMPUTER PROGRAM
An information processing apparatus includes: a storage block configured to store at least one of a correlation between a pattern of a vibration detected on a head-mounted display as a result of a predetermined contact action and a type of data processing and a correlation between a pattern of an image outputted from an image-taking apparatus, the outputting being caused by a predetermined gesture action, and a type of data processing; an acquisition block configured to acquire at least one of information related with the detected vibration and the outputted image; and a data processing block configured to, according to each of the correlations stored in the storage block, execute at least one of data processing of the type corresponding to the detected vibration and data processing of the type corresponding to the outputted image.
LEVEL CHANGING IN A GAME STREAMING SYSTEM
A game streaming system concurrently executes different instances of a game program, each instance employing a different set of hardware resources, including different local memory, such as the hardware resources of different servers or different GPUs. Based on a game state, the game streaming system streams rendered frames from a first set of hardware resources associated with the game level to a client device wherein the rendered frames, depicting a portion of a virtual environment. In response to an indication from the game program of a game level change to a new game level, the game streaming system transfers a player state to another set of hardware resources, and begins streaming rendered frames to the client device from the other of hardware resources.
LEVEL CHANGING IN A GAME STREAMING SYSTEM
A game streaming system concurrently executes different instances of a game program, each instance employing a different set of hardware resources, including different local memory, such as the hardware resources of different servers or different GPUs. Based on a game state, the game streaming system streams rendered frames from a first set of hardware resources associated with the game level to a client device wherein the rendered frames, depicting a portion of a virtual environment. In response to an indication from the game program of a game level change to a new game level, the game streaming system transfers a player state to another set of hardware resources, and begins streaming rendered frames to the client device from the other of hardware resources.
Electronic device and method for pausing video during playback
A method for pausing a video during playback in an electronic device includes detecting that a video playing interface within a first user interface is covered by a second user interface, upon such detection, calculating a coverage ratio of the second user interface to the video playing interface, and determining that the coverage ratio is greater than a predetermined value, upon such determination, pausing the playing of the video.
Electronic device and method for pausing video during playback
A method for pausing a video during playback in an electronic device includes detecting that a video playing interface within a first user interface is covered by a second user interface, upon such detection, calculating a coverage ratio of the second user interface to the video playing interface, and determining that the coverage ratio is greater than a predetermined value, upon such determination, pausing the playing of the video.